// /* ======================================================================= FORCE INTERFACE ======================================================================= */ // use this to get a demo build without an explicit demo build, i.e. to get the demo ui files to build #include "ui_local.h" #include "../qcommon/qfiles.h" #include "ui_force.h" int uiForceSide = FORCE_LIGHTSIDE; int uiForceRank = FORCE_MASTERY_JEDI_LORD; int uiMaxRank = MAX_FORCE_RANK; int uiMaxPoints = 20; int uiForceUsed = 0; int uiForceAvailable=0; qboolean gTouchedForce = qfalse; vmCvar_t ui_freeSaber; void Menu_ShowItemByName(menuDef_t *menu, const char *p, qboolean bShow); int uiForcePowersRank[NUM_FORCE_POWERS] = { 0,//FP_HEAL = 0,//instant 1,//FP_LEVITATION,//hold/duration, this one defaults to 1 (gives a free point) 0,//FP_SPEED,//duration 0,//FP_PUSH,//hold/duration 0,//FP_PULL,//hold/duration 0,//FP_TELEPATHY,//instant 0,//FP_GRIP,//hold/duration 0,//FP_LIGHTNING,//hold/duration 0,//FP_RAGE,//duration 0,//FP_PROTECT, 0,//FP_ABSORB, 0,//FP_TEAM_HEAL, 0,//FP_TEAM_FORCE, 0,//FP_DRAIN, 0,//FP_SEE, 0,//FP_SABERATTACK, 0,//FP_SABERDEFEND, 0//FP_SABERTHROW, }; int uiForcePowerDarkLight[NUM_FORCE_POWERS] = //0 == neutral { //nothing should be usable at rank 0.. FORCE_LIGHTSIDE,//FP_HEAL,//instant 0,//FP_LEVITATION,//hold/duration 0,//FP_SPEED,//duration 0,//FP_PUSH,//hold/duration 0,//FP_PULL,//hold/duration FORCE_LIGHTSIDE,//FP_TELEPATHY,//instant FORCE_DARKSIDE,//FP_GRIP,//hold/duration FORCE_DARKSIDE,//FP_LIGHTNING,//hold/duration FORCE_DARKSIDE,//FP_RAGE,//duration FORCE_LIGHTSIDE,//FP_PROTECT,//duration FORCE_LIGHTSIDE,//FP_ABSORB,//duration FORCE_LIGHTSIDE,//FP_TEAM_HEAL,//instant FORCE_DARKSIDE,//FP_TEAM_FORCE,//instant FORCE_DARKSIDE,//FP_DRAIN,//hold/duration 0,//FP_SEE,//duration 0,//FP_SABERATTACK, 0,//FP_SABERDEFEND, 0//FP_SABERTHROW, //NUM_FORCE_POWERS }; int uiForcePowerCost[NUM_FORCE_POWERS][NUM_FORCE_POWER_LEVELS] = //0 == neutral { { 0, 2, 3, 4 }, // FP_HEAL { 0, 0, 1, 1 }, //FP_LEVITATION,//hold/duration { 0, 1, 1, 1 }, //FP_SPEED,//duration { 0, 1, 2, 3 }, //FP_PUSH,//hold/duration { 0, 1, 2, 3 }, //FP_PULL,//hold/duration { 0, 2, 3, 4 }, //FP_TELEPATHY,//instant { 0, 1, 2, 3 }, //FP_GRIP,//hold/duration { 0, 2, 3, 4 }, //FP_LIGHTNING,//hold/duration { 0, 2, 3, 4 }, //FP_RAGE,//duration { 0, 1, 2, 3 }, //FP_PROTECT,//duration { 0, 1, 2, 3 }, //FP_ABSORB,//duration { 0, 1, 1, 1 }, //FP_TEAM_HEAL,//instant { 0, 1, 1, 1 }, //FP_TEAM_FORCE,//instant { 0, 1, 2, 3 }, //FP_DRAIN,//hold/duration { 0, 1, 2, 3 }, //FP_SEE,//duration { 0, 1, 2, 4 }, //FP_SABERATTACK, { 0, 1, 2, 4 }, //FP_SABERDEFEND, { 0, 1, 2, 4 } //FP_SABERTHROW, //NUM_FORCE_POWERS }; int UI_ForceStarShaders[NUM_FORCE_STAR_IMAGES][2]; void UI_InitForceStarShaders(void) { UI_ForceStarShaders[0][0] = trap_R_RegisterShaderNoMip("forcestar0"); UI_ForceStarShaders[0][1] = trap_R_RegisterShaderNoMip("forcestar0"); UI_ForceStarShaders[1][0] = trap_R_RegisterShaderNoMip("forcecircle1"); UI_ForceStarShaders[1][1] = trap_R_RegisterShaderNoMip("forcestar1"); UI_ForceStarShaders[2][0] = trap_R_RegisterShaderNoMip("forcecircle2"); UI_ForceStarShaders[2][1] = trap_R_RegisterShaderNoMip("forcestar2"); UI_ForceStarShaders[3][0] = trap_R_RegisterShaderNoMip("forcecircle3"); UI_ForceStarShaders[3][1] = trap_R_RegisterShaderNoMip("forcestar3"); UI_ForceStarShaders[4][0] = trap_R_RegisterShaderNoMip("forcecircle4"); UI_ForceStarShaders[4][1] = trap_R_RegisterShaderNoMip("forcestar4"); UI_ForceStarShaders[5][0] = trap_R_RegisterShaderNoMip("forcecircle5"); UI_ForceStarShaders[5][1] = trap_R_RegisterShaderNoMip("forcestar5"); UI_ForceStarShaders[6][0] = trap_R_RegisterShaderNoMip("forcecircle6"); UI_ForceStarShaders[6][1] = trap_R_RegisterShaderNoMip("forcestar6"); UI_ForceStarShaders[7][0] = trap_R_RegisterShaderNoMip("forcecircle7"); UI_ForceStarShaders[7][1] = trap_R_RegisterShaderNoMip("forcestar7"); UI_ForceStarShaders[8][0] = trap_R_RegisterShaderNoMip("forcecircle8"); UI_ForceStarShaders[8][1] = trap_R_RegisterShaderNoMip("forcestar8"); } // Draw the stars spent on the current force power void UI_DrawForceStars(rectDef_t *rect, float scale, vec4_t color, int textStyle, int forceindex, int val, int min, int max) { int i,pad = 4; int xPos,width = 16; int starcolor; if (val < min || val > max) { val = min; } if (1) // if (val) { xPos = rect->x; for (i=FORCE_LEVEL_1;i<=max;i++) { starcolor = uiForcePowerCost[forceindex][i]; if (val >= i) { // Draw a star. UI_DrawHandlePic( xPos, rect->y+6, width, width, UI_ForceStarShaders[starcolor][1] ); } else { // Draw a circle. UI_DrawHandlePic( xPos, rect->y+6, width, width, UI_ForceStarShaders[starcolor][0] ); } xPos += width + pad; } } } // Set the client's force power layout. void UI_UpdateClientForcePowers() { trap_Cvar_Set( "forcepowers", va("%i-%i-%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i%i", uiForceRank, uiForceSide, uiForcePowersRank[0], uiForcePowersRank[1], uiForcePowersRank[2], uiForcePowersRank[3], uiForcePowersRank[4], uiForcePowersRank[5], uiForcePowersRank[6], uiForcePowersRank[7], uiForcePowersRank[8], uiForcePowersRank[9], uiForcePowersRank[10], uiForcePowersRank[11], uiForcePowersRank[12], uiForcePowersRank[13], uiForcePowersRank[14], uiForcePowersRank[15], uiForcePowersRank[16], uiForcePowersRank[17]) ); if (gTouchedForce) { trap_Cmd_ExecuteText( EXEC_APPEND, "forcechanged\n" ); } gTouchedForce = qfalse; } // void UpdateForceUsed() { int curpower, currank; menuDef_t *menu; // Currently we don't make a distinction between those that wish to play Jedi of lower than maximum skill. uiForceRank = uiMaxRank; uiForceUsed = 0; uiForceAvailable = forceMasteryPoints[uiForceRank]; // Make sure that we have one freebie in jump. if (uiForcePowersRank[FP_LEVITATION]<1) { uiForcePowersRank[FP_LEVITATION]=1; } menu = Menus_FindByName("ingame_player"); // Set the cost of the saberattack according to whether its free. if (ui_freeSaber.integer) { // Make saber free uiForcePowerCost[FP_SABERATTACK][FORCE_LEVEL_1] = 0; // Make sure that we have one freebie in saber if applicable. if (uiForcePowersRank[FP_SABERATTACK]<1) { uiForcePowersRank[FP_SABERATTACK]=1; } if (menu) { Menu_ShowItemByName(menu, "setfp_saberdefend", qtrue); Menu_ShowItemByName(menu, "setfp_saberthrow", qtrue); Menu_ShowItemByName(menu, "effectentry", qtrue); Menu_ShowItemByName(menu, "effectfield", qtrue); Menu_ShowItemByName(menu, "nosaber", qfalse); } } else { // Make saber normal cost uiForcePowerCost[FP_SABERATTACK][FORCE_LEVEL_1] = 1; // Also, check if there is no saberattack. If there isn't, there had better not be any defense or throw! if (uiForcePowersRank[FP_SABERATTACK]<1) { uiForcePowersRank[FP_SABERDEFEND]=0; uiForcePowersRank[FP_SABERTHROW]=0; if (menu) { Menu_ShowItemByName(menu, "setfp_saberdefend", qfalse); Menu_ShowItemByName(menu, "setfp_saberthrow", qfalse); Menu_ShowItemByName(menu, "effectentry", qfalse); Menu_ShowItemByName(menu, "effectfield", qfalse); Menu_ShowItemByName(menu, "nosaber", qtrue); } } else { if (menu) { Menu_ShowItemByName(menu, "setfp_saberdefend", qtrue); Menu_ShowItemByName(menu, "setfp_saberthrow", qtrue); Menu_ShowItemByName(menu, "effectentry", qtrue); Menu_ShowItemByName(menu, "effectfield", qtrue); Menu_ShowItemByName(menu, "nosaber", qfalse); } } } // Make sure that we're still legal. for (curpower=0;curpower=NUM_FORCE_POWER_LEVELS) uiForcePowersRank[curpower]=(NUM_FORCE_POWER_LEVELS-1); for (currank=FORCE_LEVEL_1;currank<=uiForcePowersRank[curpower];currank++) { // Check on this force power if (uiForcePowersRank[curpower]>0) { // Do not charge the player for the one freebie in jump, or if there is one in saber. if ( (curpower == FP_LEVITATION && currank == FORCE_LEVEL_1) || (curpower == FP_SABERATTACK && currank == FORCE_LEVEL_1 && ui_freeSaber.integer)) { // Do nothing (written this way for clarity) } else { // Check if we can accrue the cost of this power. if (uiForcePowerCost[curpower][currank] > uiForceAvailable) { // We can't afford this power. Break to the next one. // Remove this power from the player's roster. uiForcePowersRank[curpower] = currank-1; break; } else { // Sure we can afford it. uiForceUsed += uiForcePowerCost[curpower][currank]; uiForceAvailable -= uiForcePowerCost[curpower][currank]; } } } } } if (menu) { char info[MAX_INFO_STRING]; trap_GetConfigString( CS_SERVERINFO, info, sizeof(info) ); // Set or reset buttons based on choices if (atoi(Info_ValueForKey(info, "g_gametype")) >= GT_TEAM) { // This is a team-based game. Menu_ShowItemByName(menu, "playerforcejoin", qtrue); Menu_ShowItemByName(menu, "playerforcespectate", qtrue); if (atoi(Info_ValueForKey(info, "g_forceBasedTeams"))) { // Show red or blue based on what side is chosen. if (uiForceSide==FORCE_LIGHTSIDE) { Menu_ShowItemByName(menu, "playerforcered", qfalse); Menu_ShowItemByName(menu, "playerforceblue", qtrue); } else if (uiForceSide==FORCE_DARKSIDE) { Menu_ShowItemByName(menu, "playerforcered", qtrue); Menu_ShowItemByName(menu, "playerforceblue", qfalse); } else { Menu_ShowItemByName(menu, "playerforcered", qtrue); Menu_ShowItemByName(menu, "playerforceblue", qtrue); } } else { Menu_ShowItemByName(menu, "playerforcered", qtrue); Menu_ShowItemByName(menu, "playerforceblue", qtrue); } } else { Menu_ShowItemByName(menu, "playerforcejoin", qtrue); Menu_ShowItemByName(menu, "playerforcered", qfalse); Menu_ShowItemByName(menu, "playerforceblue", qfalse); Menu_ShowItemByName(menu, "playerforcespectate", qtrue); } } } void UI_UpdateForcePowers() { char *forcePowers = UI_Cvar_VariableString("forcepowers"); char readBuf[256]; int i = 0, i_f = 0, i_r = 0; uiForceSide = 0; if (forcePowers && forcePowers[0]) { while (forcePowers[i]) { i_r = 0; while (forcePowers[i] && forcePowers[i] != '-' && i_r < 255) { readBuf[i_r] = forcePowers[i]; i_r++; i++; } readBuf[i_r] = '\0'; if (i_r >= 255 || !forcePowers[i] || forcePowers[i] != '-') { uiForceSide = 0; goto validitycheck; } uiForceRank = atoi(readBuf); i_r = 0; if (uiForceRank > uiMaxRank) { uiForceRank = uiMaxRank; } i++; while (forcePowers[i] && forcePowers[i] != '-' && i_r < 255) { readBuf[i_r] = forcePowers[i]; i_r++; i++; } readBuf[i_r] = '\0'; if (i_r >= 255 || !forcePowers[i] || forcePowers[i] != '-') { uiForceSide = 0; goto validitycheck; } uiForceSide = atoi(readBuf); i_r = 0; i++; i_f = FP_HEAL; while (forcePowers[i] && i_f < NUM_FORCE_POWERS) { readBuf[0] = forcePowers[i]; readBuf[1] = '\0'; uiForcePowersRank[i_f] = atoi(readBuf); if (i_f == FP_LEVITATION && uiForcePowersRank[i_f] < 1) { uiForcePowersRank[i_f] = 1; } if (i_f == FP_SABERATTACK && uiForcePowersRank[i_f] < 1 && ui_freeSaber.integer) { uiForcePowersRank[i_f] = 1; } i_f++; i++; } if (i_f < NUM_FORCE_POWERS) { //info for all the powers wasn't there.. uiForceSide = 0; goto validitycheck; } i++; } } validitycheck: if (!uiForceSide) { uiForceSide = 1; uiForceRank = 1; i = 0; while (i < NUM_FORCE_POWERS) { if (i == FP_LEVITATION) { uiForcePowersRank[i] = 1; } else if (i == FP_SABERATTACK && ui_freeSaber.integer) { uiForcePowersRank[i] = 1; } else { uiForcePowersRank[i] = 0; } i++; } UI_UpdateClientForcePowers(); } UpdateForceUsed(); } extern int uiSkinColor; qboolean UI_SkinColor_HandleKey(int flags, float *special, int key, int num, int min, int max, int type) { if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER) { int i = num; if (key == K_MOUSE2) { i--; } else { i++; } if (i < min) { i = max; } else if (i > max) { i = min; } num = i; uiSkinColor = num; return qtrue; } return qfalse; } qboolean UI_ForceSide_HandleKey(int flags, float *special, int key, int num, int min, int max, int type) { if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER) { int i = num; int x = 0; if (key == K_MOUSE2) { i--; } else { i++; } if (i < min) { i = max; } else if (i > max) { i = min; } num = i; uiForceSide = num; // Resetting power ranks based on if light or dark side is chosen while (x < NUM_FORCE_POWERS) { if (uiForcePowerDarkLight[x] && uiForceSide != uiForcePowerDarkLight[x]) { uiForcePowersRank[x] = 0; } x++; } UpdateForceUsed(); gTouchedForce = qtrue; return qtrue; } return qfalse; } qboolean UI_ForceMaxRank_HandleKey(int flags, float *special, int key, int num, int min, int max, int type) { if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER) { int i = num; if (key == K_MOUSE2) { i--; } else { i++; } if (i < min) { i = max; } else if (i > max) { i = min; } num = i; uiMaxRank = num; // The update force used will remove overallocated powers automatically. UpdateForceUsed(); gTouchedForce = qtrue; return qtrue; } return qfalse; } // This function will either raise or lower a power by one rank. qboolean UI_ForcePowerRank_HandleKey(int flags, float *special, int key, int num, int min, int max, int type) { qboolean raising; if (key == K_MOUSE1 || key == K_MOUSE2 || key == K_ENTER || key == K_KP_ENTER) { int forcepower, rank; //this will give us the index as long as UI_FORCE_RANK is always one below the first force rank index forcepower = (type-UI_FORCE_RANK)-1; // If we are not on the same side as a power, or if we are not of any rank at all. if (uiForcePowerDarkLight[forcepower] && uiForceSide != uiForcePowerDarkLight[forcepower]) { return qtrue; } else if (forcepower == FP_SABERDEFEND || forcepower == FP_SABERTHROW) { // Saberdefend and saberthrow can't be bought if there is no saberattack if (uiForcePowersRank[FP_SABERATTACK] < 1) { return qtrue; } } if (type == UI_FORCE_RANK_LEVITATION) { min += 1; } if (type == UI_FORCE_RANK_SABERATTACK && ui_freeSaber.integer) { min += 1; } if (key == K_MOUSE2) { // Lower a point. if (uiForcePowersRank[forcepower]<=min) { return qtrue; } raising = qfalse; } else { // Raise a point. if (uiForcePowersRank[forcepower]>=max) { return qtrue; } raising = qtrue; } if (raising) { // Check if we can accrue the cost of this power. rank = uiForcePowersRank[forcepower]+1; if (uiForcePowerCost[forcepower][rank] > uiForceAvailable) { // We can't afford this power. Abandon ship. return qtrue; } else { // Sure we can afford it. uiForceUsed += uiForcePowerCost[forcepower][rank]; uiForceAvailable -= uiForcePowerCost[forcepower][rank]; uiForcePowersRank[forcepower]=rank; } } else { // Lower the point. rank = uiForcePowersRank[forcepower]; uiForceUsed -= uiForcePowerCost[forcepower][rank]; uiForceAvailable += uiForcePowerCost[forcepower][rank]; uiForcePowersRank[forcepower]--; } UpdateForceUsed(); gTouchedForce = qtrue; return qtrue; } return qfalse; } int gCustRank = 0; int gCustSide = 0; int gCustPowersRank[NUM_FORCE_POWERS] = { 0,//FP_HEAL = 0,//instant 1,//FP_LEVITATION,//hold/duration, this one defaults to 1 (gives a free point) 0,//FP_SPEED,//duration 0,//FP_PUSH,//hold/duration 0,//FP_PULL,//hold/duration 0,//FP_TELEPATHY,//instant 0,//FP_GRIP,//hold/duration 0,//FP_LIGHTNING,//hold/duration 0,//FP_RAGE,//duration 0,//FP_PROTECT, 0,//FP_ABSORB, 0,//FP_TEAM_HEAL, 0,//FP_TEAM_FORCE, 0,//FP_DRAIN, 0,//FP_SEE, 0,//FP_SABERATTACK, 0,//FP_SABERDEFEND, 0//FP_SABERTHROW, }; /* ================= UI_ForceConfigHandle ================= */ void UI_ForceConfigHandle( int oldindex, int newindex ) { fileHandle_t f; int len = 0; int i = 0; int c = 0; int iBuf = 0, forcePowerRank, currank; char fcfBuffer[8192]; char singleBuf[64]; if (oldindex == 0) { //switching out from custom config, so first shove the current values into the custom storage i = 0; while (i < NUM_FORCE_POWERS) { gCustPowersRank[i] = uiForcePowersRank[i]; i++; } gCustRank = uiForceRank; gCustSide = uiForceSide; } if (newindex == 0) { //switching back to custom, shove the values back in from the custom storage i = 0; uiForceUsed = 0; gTouchedForce = qtrue; while (i < NUM_FORCE_POWERS) { uiForcePowersRank[i] = gCustPowersRank[i]; uiForceUsed += uiForcePowersRank[i]; i++; } uiForceRank = gCustRank; uiForceSide = gCustSide; return; } //If we made it here, we want to load in a new config len = trap_FS_FOpenFile(va("forcecfg/%s.fcf", uiInfo.forceConfigNames[newindex]), &f, FS_READ); if (len <= 0) { return; } if (len >= 8192) { return; } trap_FS_Read(fcfBuffer, len, f); fcfBuffer[len] = 0; trap_FS_FCloseFile(f); i = 0; //now that we're done with the handle, it's time to parse our force data out of the string //we store strings in rank-side-xxxxxxxxx format (where the x's are individual force power levels) while (fcfBuffer[i] && fcfBuffer[i] != '-') { singleBuf[c] = fcfBuffer[i]; c++; i++; } singleBuf[c] = 0; c = 0; i++; iBuf = atoi(singleBuf); if (iBuf > uiMaxRank || iBuf < 0) { //this force config uses a rank level higher than our currently restricted level.. so we can't use it //FIXME: Print a message indicating this to the user return; } uiForceRank = iBuf; while (fcfBuffer[i] && fcfBuffer[i] != '-') { singleBuf[c] = fcfBuffer[i]; c++; i++; } singleBuf[c] = 0; c = 0; i++; uiForceSide = atoi(singleBuf); if (uiForceSide != FORCE_LIGHTSIDE && uiForceSide != FORCE_DARKSIDE) { uiForceSide = FORCE_LIGHTSIDE; return; } //clear out the existing powers while (c < NUM_FORCE_POWERS) { if (c==FP_LEVITATION) { uiForcePowersRank[c]=1; } else if (c==FP_SABERATTACK && ui_freeSaber.integer) { uiForcePowersRank[c]=1; } else { uiForcePowersRank[c] = 0; } c++; } uiForceUsed = 0; uiForceAvailable = forceMasteryPoints[uiForceRank]; gTouchedForce = qtrue; for (c=0;fcfBuffer[i]&&c FORCE_LEVEL_3 || forcePowerRank < 0) { //err.. not correct continue; // skip this power } if (uiForcePowerDarkLight[c] && uiForcePowerDarkLight[c] != uiForceSide) { //Apparently the user has crafted a force config that has powers that don't fit with the config's side. continue; // skip this power } // Accrue cost for each assigned rank for this power. for (currank=FORCE_LEVEL_1;currank<=forcePowerRank;currank++) { if (uiForcePowerCost[c][currank] > uiForceAvailable) { // Break out, we can't afford any more power. break; } // Pay for this rank of this power. uiForceUsed += uiForcePowerCost[c][currank]; uiForceAvailable -= uiForcePowerCost[c][currank]; uiForcePowersRank[c]++; } } UpdateForceUsed(); }